Alchemii's page

7 posts. No reviews. No lists. No wishlists.


RSS


121: A warrior figured out how to wield a Colossal Weapon. He missed his target, but then rolled a natural 20 to hit the ground. Crit confirmed.


I had completely forgotten that Fast Bombs were level 8. So yea, that's gonna move to where Force Bombs are. Force Bombs were really just to bypass enemies that don't take damage from energy types.

I think the third one will be Cognatogen. Having the ability to raise one of my mental stats really has some benefits with this kind of character.

So it's gonna end up looking like:

2: Precise Bombs
4: Healing Bomb
6: Cognatogen
8: Fast Bombs


So I realized I was being an idiot when I said the bit about starting a round with a potion in hand, and totally forgot about about the advanced version of Divine Fighting Technique.

1: TWF, throw anything, brew potion
2: Divine Fighting Technique
3: Drunkard's Recovery
5: Point blank shot
7: Precise shot
9: Improved TWF
11: Dirty fighting
13: Improved dirty trick
15: Accelerated Drinker
17: Greater Dirty Trick
19: Dirty Trick Master

I removed Greater TWF, because while a 3rd attack is nice the -10 was not. The reason Accelerated Drinker is so far down is because to get the benefits of the advanced version of the Divine Fighting Technique I needed a BaB of +10 which I wouldn't have until level 14.


1 person marked this as a favorite.

I see where your going with it. Brewmaster is pretty useless, and was only really on the list for RP purposes, but I can get around that by taking the racial trait Brewmaster which is just for buff potion and brewing.

Drunkard's Recovery is one of those feats that should be taken early on, as it stabilizes from death.

Quick Draw, your probably right. In the past I usually took at it as a staple feat to juggle weapons around quickly in a battle. Probably not something I need this time around.

I actually had no plans on making the new version of the Brewmaster a Ragechemist. But, I also completely looked over Fermenter, and your right it would be a perfect fit for the character.

Finally the Divine Fighting Technique has to be taken at level 2 as that's when I'm taking the 1 level of Fighter to make this work. Since Alchemist doesn't have any proficiency with a shield.

So reworking it a bit

1: TWF, throw anything, brew potion
2: Divine Fighting Technique
3: Drunkard's Recovery
5: Point blank shot
7: Precise shot
9: Improved TWF
11: Dirty fighting
13: Improved dirty trick
15: Greater dirty trick
17: Greater TWF
19: Dirty Trick Master

So I swapped TWF and Divine Fighting Technique, replaced Accelerated Drinker with Drunkard's Recovery, and I just made the last feat Dirty Trick Master. Accelerated Drinker was nice and all, but I would have had to finish a round with a potion in hand. Not difficult to do, but tedious.

For discoveries, maybe
2: Precise bombs
4: Healing bomb
6: Fast Bombs
8: Force Bomb

So after taking out the ones that I simple couldn't take do to level restriction, since I was taking Brewkeeper.

The reason I didn't choose infusion is because Brewkeeper already gets a better version of Infusion as part of the class.

Tanglefoot Bomb wasn't choosen as I can already gain that ability from the Brewkeeper Harmful Homebrew ability.


So it's been a long time since I've played, and I suddenly had an urge to play again. More so I wanted to revisit a character I didn't get a chance to really flesh out and play much of it, which was a Dwarven Alchemist (Rage Chemist) Barbarian (Drunken Brute). I found someone willing to GM and got to work revamping the character, and I need some help.

See since I last played, and even more so since I last played this character, some new stuff has come out. Most importantly for this a few new drinking related feats, and the Brew Keeper Prestige Class.

So my thought is to have him do up close fighting as needed, but otherwise throw bombs and act as support. All while keeping to the theme of Brew Master.

This is what I've come up with so far:
Class by Level
01)Alchemist 1
02)Fighter 1
03)Alchemist 2
04)Alchemist 3
05)Alchemist 4
06)Brew Keeper 1
07)Brew Keeper 2
08)Brew Keeper 3
09)Alchemist 5
10)Brew Keeper 4
11)Alchemist 6
12)Brew Keeper 5
13)Brew Keeper 6
14)Alchemist 7
15)Brew Keeper 7
16)Brew Keeper 8
17)Alchemist 8
18)Brew Keeper 9
19)Alchemist 9
20)Brew Keeper 10

Feats
01) Brew Master, Throw Anything, Brew Potion
02) (Fighter Bonus Feat) Sword and Tankard Style
03) Accelerated Drinker
05) Drunkard's Recovery
07) Quick Draw
09) Two-Weapon Fighting
11) Improved Two-Weapon Fighting
13) Combat Expertise
15) Point Blank Shot
17) Precise Shot
19) Greater Two-Weapon Fighting

Discoveries
02) Precise Bomb
04)
06)
08)

My problem comes in with the fact that it has been a long time since I last played. So I'm not sure if that's really a good order to pick those feats in, or a good selection of feats outside of the ones that are picked for rp reasons, and I'm having trouble picking Discoveries that match the build.

I'm partly thinking Healing bomb to help with the support aspect of the character, and Breath Weapon Bomb to fit the Alcohol theme, but I'm really not sure.

Edit: I realized I never explained this anywhere. The 1 level of Fighter... I was talking to the GM about Sword and Tankard Style, and he said he'll let me take it, but I have to be able to wield a shield. I looked through all the Dwarven options, and all the Alchemist Archetypes, and I couldn't find a single option to give the character access to a shield... So yea, 1 level of fighter, but hey at least I got a bonus feat out of it, which was used Sword and Tankard Style.


Hello, just as the title says, is this still being worked on, and if so how would I go about getting an invite for myself and my group?


Ok, so I've never posted on here before, but I wanted some advice on a character build I'm working on. It's a Alchemist/Rogue(Sniper/Scout) Human. I have it mostly plotted out to level 20, as I like to plan ahead.

So this idea came about when I attempted to prove to a friend that you can, in theory, sneak attack with a bomb... I consider the build both a success and a failure.

I'll be using A # for alchemist and class level, and R # for Rogue and class level.

Racial Bonus Feat: Quick Draw
1st A 1st/Feat: Two Weapon Fight/Alchemy, Bomb 1d6, Brew Potion, mutagen, Throw Anything
2nd R 1st/Sneak attack +1d6, Accuracy
3rd A 2nd/Feat: Weapon Proficency (Firearm)/Discovery(Precise Bomb), Poison resistance +2, poison use
4th R 2nd/Evasion, Rogue Talent(Sniper's Eye)
5th A 3rd/Feat: Craft Anywhere/Bomb 2d6, swift alchemy
6th R 3rd/Sneak Attack +2d6, Deadly Range 10ft
7th A 4th/Feat: Point Blank Shot/Discovery(Smoke Bomb)
8th R 4th/Rogue Talent(Finesse Rogue), Scout's Charge
9th A 5th/Feat: Precise Shot/Bomb 3d6, poison resistance +4
10th R 5th/Sneak Attack +3d6
11th A 6th/Feat: Draw Strike/ Discovery(Explosive Missile), Swift Poisoning
12th R 6th/Rogue Talent(Ninja Trick(Deadly Range 30ft)), Deadly Range 20ft
13th A 7th/Feat: Improved Two Weapon Fighting/Bomb 4d6
14th R 7th/Sneak Attack +4d6
15th A 8th/Feat: Rapid Shot/Discovery(Fast Bomb), poison resistance +6
16th R 8th/Skirmisher, Rogue Talent(Black market connections)
17th A 9th/Feat: Opportunity Shot/Bomb 5d6
18th R 9th/Sneak Attack +5d6, Deadly Range 40ft
19th A 10th/Feat: Sundering Bomb/Discovery(Dispelling Bomb), Poison Immune

This is what I original put together, looking at it now there are a few things I can easily see myself dropping (like Black Market Connections). But I would like advice on it, see if there was something I missed or just didn't think about.

Stats, my GM has the players roll 4d6 and drop the lowest to determine are stats, so that's not something I'd plan out.

So yea, ideas? Suggestions? Any and all help is appreciated.